Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Mac-Fuirmidh cittern uncommon The dreaming relic Trade Log Show
Notes:

INSTRUMENT OF THE BARDS
Wondrous item, rarity varies (requires attunement by a
bard)
An instrument of the bards is an exquisite example of it
kind, superior to an ordinary instrument in every way.
Seven types of these instruments exist, each named
after a legendary bard college. The following table lists
the spells common to all instruments, as well as the
spells specific to each one and its rarity. A creature that
attempts to play the instrument without being attuned
to it must succeed on a DC 15 Wisdom saving throw or
take 2d4 psychic damage.
You can use an action to play the instrument and cast
one of its spells. Once the instrument has been used to
cast a spell, it can't be used to cast that spell again until
the next dawn. The spells use your spellcasting ability
and spell save DC.
When you use the instrument to cast a spell that
causes targets to become charmed on a failed save, the
targets have disadvantage on the saving throw. This
effect applies whether you are using the instrument as
the source of the spell or as a spellcasting focus.
Fly, invisibility, levitate, protection from evil and good, Barkskin, cure wounds, fog cloud

Robe of Eyes rare DDEX 1-14 G DDEX1-14 Escape from Phlan Show
Notes:

Requires Attunement

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

• The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.

• You have Darkvision out to a range of 120 feet.

• You can see Invisible creatures and Objects, as well as see into the Ethereal Plane, out to a range of 120 feet.

The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

A light spell cast on the robe or a Daylight spell cast within 5 feet of the robe causes you to be Blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.